[REQ] Detach weapon mods

Post » Wed May 05, 2010 2:11 pm

it's pretty stupid that you can't detach your weapon mods... in real life this would be a simple matter.

anybody have any idea how to change this? I was thinking, one way could be to create a container or something, and if you put your weapon in the container it replaces the weapon with the "clean" one. That's doable to mod. But i'm not familiar with FNV scripting, is there a way for the game to detect which weapon mod is attached to a weapon?
User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Wed May 05, 2010 5:18 pm

I like this idea. simply for the fact that I have sold upgraded weapons because I needed the inventory space, and then later regretted it. Being able to strip down the weapon AND keep the mods would be nice. But I think you should need to have somewhat of a Repair skill to do so.

Perhaps it could be scripted in such a way that you can just do it from your inventory? Kind of treat it as an equipped item? I dunno.
User avatar
James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Wed May 05, 2010 2:52 pm

you don't need repair skill to detach things like silencers and extended magazines, unless your character's intelligence is in the negative.
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Wed May 05, 2010 10:35 am

This is a really good idea. I would like to be able to take mods off when repairing so I don't repair the wrong weapon (with jury riging), which has happened.
User avatar
Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Wed May 05, 2010 4:25 pm

This would probably be hard to do, since the game doesnt seem to notice if a weapon has a weapon mod on it, like if you put a fully modded laser rifle into a box, type in showinventory it will give you an item code, and if use use that item code to add another it is an unmodded one, so it would probably be easier to take the mods off, but not let you keep them, but i dont know much about scripting or NVSE so i guess anything is possible, you just have to wait for one of the geniuses around these forums to decide to make the mod :).
User avatar
josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am

Post » Wed May 05, 2010 7:22 pm

This would probably be hard to do, since the game doesnt seem to notice if a weapon has a weapon mod on it, like if you put a fully modded laser rifle into a box, type in showinventory it will give you an item code, and if use use that item code to add another it is an unmodded one, so it would probably be easier to take the mods off, but not let you keep them, but i dont know much about scripting or NVSE so i guess anything is possible, you just have to wait for one of the geniuses around these forums to decide to make the mod :).

Perhaps if there was a way to script the game to keep track in a very discrete manner? I dunno.
User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Post » Wed May 05, 2010 2:44 pm

This would probably be hard to do, since the game doesnt seem to notice if a weapon has a weapon mod on it, like if you put a fully modded laser rifle into a box, type in showinventory it will give you an item code, and if use use that item code to add another it is an unmodded one, so it would probably be easier to take the mods off, but not let you keep them, but i dont know much about scripting or NVSE so i guess anything is possible, you just have to wait for one of the geniuses around these forums to decide to make the mod :).

Would it be difficult to make a container that duplicates anything put into it, then removes the original weapon? That seems like a simple solution.
User avatar
Marion Geneste
 
Posts: 3566
Joined: Fri Mar 30, 2007 9:21 pm

Post » Wed May 05, 2010 10:49 pm

Would it be difficult to make a container that duplicates anything put into it, then removes the original weapon? That seems like a simple solution.

Correct me if I'm wrong, but there is zero point in removing a weapon mod if you don't get the mod back...
User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Wed May 05, 2010 10:17 pm

Correct me if I'm wrong, but there is zero point in removing a weapon mod if you don't get the mod back...

Nope... you get your weapon back unmodded, that's the point. I don't want my silencer to be attached all the time.
User avatar
Deon Knight
 
Posts: 3363
Joined: Thu Sep 13, 2007 1:44 am

Post » Wed May 05, 2010 4:46 pm

Nope... you get your weapon back unmodded, that's the point. I don't want my silencer to be attached all the time.

In which case the quoted comment stands. There's no point removing a weapon mod if you don't get the mod back.
User avatar
Eddie Howe
 
Posts: 3448
Joined: Sat Jun 30, 2007 6:06 am

Post » Wed May 05, 2010 6:14 pm

there absolutely is a point, which i just told you about. by the way, real silencers don't last as long as you'd think too.
User avatar
Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am


Return to Fallout: New Vegas